_Ron Wakkary

SFU Surrey
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_Research projects

ec(h)o-VUE : ecologies of play, learning and interaction in museums   (2007-08) aims to research an adaptive museum guide for families that supports different learning and interaction styles, extensible group play and learning applications. The project is led by Simon Fraser University in partnership with the Surrey Museum and Archives, Ubiquity Interactive and Carleton University. The research is funded by the New Media Research and Development Initiative, Canadian Culture Online Program, Canadian Heritage. Published results to date:

  • Marek Hatala, Karen Tanenbaum, Ron Wakkary, Kevin Muise, Bardia Mohabbati, Greg Corness, Jim Budd, Tom Loughin: Experience Structuring Factors Affecting Learning in Family Visits to Museums. EC-TEL 2009: 37-51
  • Wakkary, R., Hatala, M., Muise, K., Tanenbaum, K., Budd J., Kurio: A Museum Guide for Families, Tangible and Embedded Interaction 2009, Cambridge, UK, ACM Press, pp. 215-222
  • Wakkary, R., Muise, K., Tanenbaum, K., Hatala, M., and Kornfeld, L., Situating Approaches to Interactive Museum Guides (2008), Museum Management and Curatorship, Vol. 23, Issue 4, pp. 367-383.
  • Muise, K., Tanenbaum, K., Wakkary, R., Hatala, M., A Report on Participatory Workshops for the Design of Adaptive Collaborative Learning (2008), in AH2008 Workshop on Adaptive Collaboration Support in Adaptive Hypermedia 2088, Bonn, Germany, in press, 4 pages.
  • Wakkary, R., Muise, K., Tanenbaum, K., Hatala, M., and Kornfeld, L., Situating Approaches to Museum Guides for Families and Groups (2007), in International Cultural Heritage Informatics Meeting (ICHIM07): Proceedings, J. Trant and D. Bearman (eds). Toronto: Archives & Museum Informatics. Published September 30, 2007 at http://www.archimuse.com/ichim07/papers/wakkary/wakkary.html

Everyday design is a three-year research program (2004-2007) investigating the complexity of everyday design. Phase 1 researched the notion of an everyday designer. Phase 2 is an ethnographic study of everyday design activity in the home. The research is funded by the Social Sciences and Humanities Research Council. Published results to date:

tele-ec(h)o (2006) Ambient intelligent spaces lend themselves extremely well to physical and group play. To what degree can such spaces operate telematically? In our research we aimed to demonstrate a technical prototype of a previously designed ambient intelligent game, know as socio-ec(h)o that can operate across a broadband network requiring real-time transmission of large screen video, full frequency vocal audio, motion sensing data, and audio display data. The overall research goal of this project is to understand to what degree physical play and game structures such as puzzles can support groups of participants as they learn to manipulate an ambient intelligent space in a telematic environment. In this project we designed the virtual shared environment, developed a network architecture and system for telematic delivery, developed a new motion capture system, and adapted our reasoning engine to manage the virtual shared environment. We successfully demonstrated the prototype and conducted preliminary user testing. This research was supported by Canarie Inc.

 

socio-echo

socio-ec(h)o (2004-05) explores the design and implementation of an ambient intelligent system for sensing and display, user modeling, and interaction models based on game structures. Our interaction model is based on a game structure including levels, body states, goals and game skills. This project is funded by a grant from Canadian Heritage - Canadian Culture Online, New Media Research Network Fund and is part of the Am-i-able Research Network.

The Am-I-Able Network for Mobile, Responsive Environments http://www.amiable.siat.sfu.ca/index.html (2004-05)- fosters a high degree of creativity by exploring interactive technologies, which can be made more aware of us and of us in our environments through researching and creating responsive spaces and wearable devices. Using mobile and sensor technologies, the researchers are creating and adapting clothing, furniture, and architecture to become communication devices that enable personal expression as well as multi-point communication amongst and between individuals and groups. The network is funded by a grant from the Canadian Heritage - Canadian Culture Online, New Media Research Network Fund

 

echo

ec(h)o http://echo.iat.sfu.ca - (2003-04). Principal investigator in an interdisciplinary team of computing science, interaction design and audio display researchers including co-investigators Dr. Marek Hatala and Prof. Kenneth Newby. The project is based on an audio augmented reality guide system for museums. To date, research outcomes include a novel model for interaction and audio content delivery based on the metaphor of conversation. Unique information retrieval based on user modeling and ontologies in an augmented reality space, and novel development of content design to suit the retrieval and interaction model jointly. This research was funded by Canarie Inc. - ARIM program. Published results to date:

pattern_language

Inter-Lingua - SFU Internal Research Grant (2002) This project investigated the cross-disciplinary use of Christopher Alexander's pattern language. It was a collaboration with Dr. Toby Donaldson. The project surveyed patterns in a diverse set of disciplines including telecommunications, business. interaction design, education and computer science. The research proposed a common framework for interpreting the wide array of pattern formats. Published results include:

  • Wakkary, R, Linguagem-padrao: uma abordagem em rede do design? (Pattern Response: A Network Approach to Design?) (2003). Redes sensoriais: arte, ciencia, tecnologia (eds. Katia Maciel, Andre Parente) Rio de Janeiro: Contra Capa Livraria, pp.171-182.
  • Wakkary, R, Short History of Pattern Language, (2003). Nomadic Transitions in Art and Design Conference, Zurich, Switzerland.
  • Wakkary, R, Network et al: Folding Patterns for Collaboration (2002). Bridges II, Banff, Alberta.

pattern_language

regossip - http://echo.iat.sfu.ca/regossip - Nokia co-sponsored research (1999-2001). In collaboration with Nokia Research Centre in Tampere Finland, Wakkary was a principal investigator in a team of European based researchers, including Jussi Holopainen and Kristine Andersen, investigating the role of language in mobile community games. Research outcomes include developing methods of game design and interaction based on social network theories. Adaptation of user-centered design approaches to involve users in game design and game architecture, and a “platform” based approach to multi-modal interface design, and a model for the relationship between gossip and goal based play. Published results include:

  • Wakkary, R., Andersen, K., Holopainen, J, Re:Gossip: Gossip and Multi-user Narratives (2001). Proceedings: cast01 Living in Mixed Realities (eds. Monika Fleischmann, Wolfgang Strauss) Bonn, FhG – Institut Medienkommunication & German Federal Ministry of Education and Research, pp. 251-254.
  • Wakkary, R., Andersen, K., Holopainen, J, Re:Gossip: Playing Games at Interact 2001 (2001). Interact 2001, IFIP, Tokyo, Japan, 2001. Human-Computer Interaction Interact 01 IFIP TC.13 International Conference on Human Computer Interaction (ed. Michitaka Hirose), Amsterdam, IOS Press, pp. 813-814.
  • Wakkary, R., Andersen, K., Holopainen, J, Re:Gossip (2000). E-Culture Fair, Virtueel Platform, Amsterdam, Netherlands.
  • Wakkary, R., Andersen, K., Holopainen, J. Re:Gossip, a Social System of Gossip (1999). Computing and Fun Conference, Bristol. UK, Interfaces (ed. Andrew Monk), No. 42 Spring 2000, pp 10-16.

 

_Other projects

Stadium

S t a d i u m is dedicated to exploring the possibilities of the world wide web as a site for aesthetic production and distribution. Its focus is on collaborating with artists in producing site-specific art works that are best realized in the network media of the internet, as well as documenting past wo r k s , in part i c u l a r, a rt works of ephemeral media like audio, video and text. The space that Stadium occupies is defined by the collaborations with artists and exchange with its users who now more than ever determine the reception of the art works due to the intimate and interactive nature of network media. The resulting dynamism is central to the idea of Stadium.

last updated: November 9, 2009